The reaver can now be set to auto-build scarabs and does not require minerals to build them. It is a slow unit compared to other units, but it is stronger and moves quite faster than in the original StarCraft. Due to the general improved AI of StarCraft II, reavers choose their shots better and their scarabs have better pathing and can scale cliffs, making them overall more effective.
Reavers are useful against clusters of enemy ground units, that they can decimate with scarab shots. Their high damage also makes them good for sniping high HP targets as well. However, they lack the cliffwalking of the colossus and wrathwalker, making it more difficult to position them, and they move and attack slightly slower than the colossus. Their cumbersomeness and lack of mobility are made up by their exceptionally high overall DPS and long range, making reavers formidable artillery units in their own right. Therefore, compared to the colossus and the wrathwalker, the reaver fills a compromise between the colossus splash damage and the wrathwalker higher single-hit damage. The other benefit of the reavers smaller size and profile, unlike colossi and wrathwalkers, is that they cannot be hit by anti-air or air-to-air attacks, making them less vulnerable to some degree.
Artanis can build reavers in Co-op Missions once he reaches Level 5. They can be upgraded once he reaches Level 9. Reavers can be utilized by Amon's forces in some co-op missions, featured in higher tech levels of the enemy compositions "Vanguard of Aiur" and "Disruptive Artillery."
Upgrades and Abilities
The Reaver can build scarabs. Reavers may produce up to five scarabs as an autocast ability.
Valorous Inspirator: Reduces the Scarab's build time by 50%.
8 (Down to 4 with Valorous Inspirator) Mastery: -0.12 (-0.06 with Valorous Inspirator) per Energy Regeneration and Ability Cooldown Reduction mastery point. Down to a minimum 4.4 (2.2 with Valorous Inspirator)